Edit 5/23/14: Patch 1.1.2 has made changes to the tooltip values of Divines, reducing the bonus by .5%. (Confirmed, although whether this was a cosmetic change or a real value change is not verified.). Thanks to Ethoir for pointing this out.
Edit 5/22/14: Corrected the calculations. The entire post should now be accurate.
Edit 5/21/14: Change to the Mage stone increase to reflect in-game tests. Not yet applied to math within the cases, so cases are currently incorrect and an estimate at best.
TL;DR: It is my opinion that, when using health/magicka/stamina increase Mundus stones and with respect to total health/magicka/stamina, a player should use 2x Impenetrable and 2x Infused on their small pieces. The exception is, if a player is at the extreme upper end of total magicka (~2000) and
not softcapped, then they should use 2x Impenetrable, 1x Infused, and 1x Divines for their small pieces.
Not a numbers person? Skip to the
Conclusions to read the results of the math.
I know this has been discussed before in different threads, but wanted to bring it to a single location for the min/maxers out there. This will be a multi-post OP to try and keep things separated into baseline traits and special cases.
Cases to explore:
- The interaction of Mundus stone + Divines trait (Post 3)
- Subtractive nature of Divines = diminishing returns? (Post 3)
- The case of health glyphs: Is infused universally better?
- Other Mundus Stones
With regard to large pieces, my hypothesis is that Infused will universally provide more benefit than other traits. (Post 1)
With regard to small pieces, my hypothesis is that, at lower levels, Infused would give greater benefit than Divines but there exists a point at which the Infused increase is overtaken by the Divines increase. I will attempt to mathematically find this point. (Post 2)
The Mage stone does not give a universal increase to mana. A level 28 Templar received an increase of just over 7%, while a VR5 Dragonknight received slightly more than a 5% increase.
List of percentage increases for Infused and Divines traits:Infused:
White = 8%
Green = 11% Blue = 14% Purple = 17% Gold = 20% Divines:
White = 3.5%
Green = 4.5% Blue = 5.5% Purple = 6.5% Gold = 7.5%
(
Source for trait percetnages)
First, we will need to separate our analysis into 2 categories: Chest, Legs, Helm, and Shield will be referred to as the "Large" category while Shoulders, Gloves, Belt, and Boots will be the "Small" category. Reason:
- Large items receive 100% glyph total
- Small items receive 40% of the glyph total
Large Pieces:Proof by induction: Given a starting point 1 and assuming a statement is true for an arbitrary x, then showing it is true for (x+1) means the statement will hold for any x in a given set.
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The starting point A level 1 cuirass with a white enchant. For simplicity, assume a player begins with 100 magicka and acquires the mundus stone The Mage. (A hypothetical to establish baseline, don't bash me for this being unrealistic.) The Mage's 5% increase would bolster magicka to 105. A Cuirass with Divines would increase magicka by 5 x .04 = .2. In order for Infused to give an equal return, a Lv1-10 glyph would need to add .2/1.08 = .19 magicka.
Conclusion: As long as the enchant provides 1 magicka it will be more efficacious than Divines.
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Arbitrary x+1: A Gold VR10 Cuirass with a gold enchant. Let's assume we have a mana pool of 2000 (Beyond softcap) and overcharge effects do not come into play. (For simplicity since the overcharge seems to be a linear percentage decrease and not an exponential decrease.) The Mage stone would increase our mana to 2100. Divines trait would increase by 100 x .08 = 8. Thus, our enchantment would need to increase magicka by 8/1.2 = 6.66 to be as effective.
Conclusion:Glyphs in the Vr3-5 range add 70 magicka, so when applied to a large gold piece the real value would be 84, an increase of 14 and well above our required 6.66 to be more effective than Divines.
The case of 1400 magicka
Mage stone increase: 1400 x .05 = 70
Increase from gold Divines trait: 70 x .075= 5.25
Minimum increase of enchant to be more effective: 5.25/1.2 = 4.375
The case of 1000 magicka
Mage stone increase:1000 x .05 = 50
Increase from gold Divines trait: 50 x .075 = 3.75
Minimum increase of enchant to be more effective: 3.75/1.2 = 3.125
Conclusion: Evidence suggests that, for large pieces, Divines should never be used as the gain from Divines is easily eclipsed by even low-level enchants. This finding supports the general consensus regarding Infused traits on large pieces.